User prompt
increase the influence of the second planet on the ball
User prompt
increase the influence of the second planet on the ball
User prompt
to increase the second planet's gravity tenfold
User prompt
to quadruple the gravity of the second planet
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var gravity = currentPlanet.mass / (distance * distance) * (7 * (currentPlanet === secondPlanet ? 1.8 * 1.3 : 1.3)); // Adjust gravity based on planet' Line Number: 230
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'ellipticalOrbitObject.update(secondPlanet);' Line Number: 263
User prompt
Fix Bug: 'ReferenceError: secondPlanet is not defined' in or related to this line: 'var planets = [secondPlanet];' Line Number: 222
User prompt
Fix Bug: 'Uncaught ReferenceError: planet is not defined' in or related to this line: 'var safeZone = planet.radius * 3;' Line Number: 30
User prompt
deleted planet
User prompt
make the second planet invisible.
User prompt
Fix Bug: 'Uncaught ReferenceError: planetGraphics is not defined' in or related to this line: 'self.radius = planetGraphics.width / 2;' Line Number: 77
User prompt
make the second planet invisible
User prompt
the second planet up by 50
User prompt
the second planet up by 100
User prompt
center the second planet in the center of the screen
User prompt
center the planet in the center of the screen
User prompt
reduce the collision strength of ellipticalOrbitObject and satellite by 10 percent
User prompt
reduce the collision strength of ellipticalOrbitObject and satellite by 25 percent
User prompt
reduce collision strength of ellipticalOrbitObject and satellite
User prompt
increase the radius and strength of the effect of ellipticalOrbitObject and satellite gravity on the ball
User prompt
increase the radius and strength of the effect on the ellipticalOrbitObject gravity ball and satellite
User prompt
increase the radius and strength of the effect on the ellipticalOrbitObject gravity ball and satellite
User prompt
make the gravity settings of ellipticalOrbitObject and satellite the same as those of the planets
User prompt
increase the effect on the ball of gravity ellipticalOrbitObject and satellite
/****
* Classes
****/
// Ball class
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.mass = 10;
self.velocity = {
x: 0,
y: 0
};
self.radius = ballGraphics.width / 2;
self.update = function () {
var initialSpeed = 15;
var maxSpeed = initialSpeed * 2;
var currentSpeed = Math.sqrt(self.velocity.x * self.velocity.x + self.velocity.y * self.velocity.y);
if (currentSpeed > maxSpeed) {
var speedReductionFactor = maxSpeed / currentSpeed;
self.velocity.x *= speedReductionFactor;
self.velocity.y *= speedReductionFactor;
}
self.x += self.velocity.x;
self.y += self.velocity.y;
};
self.reset = function () {
var safeZone = planet.radius * 3;
var minX = safeZone;
var maxX = game.width - safeZone;
var minY = safeZone;
var maxY = game.height - safeZone;
do {
self.x = Math.random() * (maxX - minX) + minX;
self.y = Math.random() * (maxY - minY) + minY;
var dx = planet.x - self.x;
var dy = planet.y - self.y;
} while (Math.sqrt(dx * dx + dy * dy) < safeZone);
var angle = Math.random() * Math.PI * 2;
self.velocity = {
x: Math.cos(angle) * 15,
// Increased initial speed
y: Math.sin(angle) * 15 // Increased initial speed
};
};
});
// Paddle class
var Paddle = Container.expand(function () {
var self = Container.call(this);
var paddleGraphics = self.attachAsset('paddle', {
anchorX: 0.5,
anchorY: 0.5
});
self.isMoving = false;
self.update = function () {
// Paddle update logic
};
});
// SecondPlanet class
var SecondPlanet = Container.expand(function () {
var self = Container.call(this);
var planetGraphics = self.attachAsset('secondPlanet', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.mass = 5000; // Increased mass for stronger gravity calculation
self.radius = planetGraphics.width / 2;
self.x = game.width / 2;
self.y = game.height / 2 - 150; // Move the second planet up by 150 units
});
// Health class
var Health = Container.expand(function () {
var self = Container.call(this);
var healthGraphics = self.attachAsset('health', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = healthGraphics.width;
self.height = healthGraphics.height;
});
// Satellite class
var Satellite = Container.expand(function () {
var self = Container.call(this);
var satelliteGraphics = self.attachAsset('satellite', {
anchorX: 0.5,
anchorY: 0.5
});
self.orbitRadius = 0;
self.orbitSpeed = 0.01;
self.orbitAngle = Math.random() * Math.PI * 2;
self.update = function () {
self.orbitAngle += self.orbitSpeed;
var dx = planet.x - game.width / 2;
var dy = planet.y - game.height / 2;
var ellipseRatio = 3;
// Reduce the mass of the satellite to decrease gravitational force
self.mass = 1000; // Adjusted mass for weaker gravity calculation
self.x = game.width / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle) + dx + 1500;
self.y = game.height / 2 + self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle) + dy;
if (self.x < -self.width * 2 || self.x > game.width + self.width * 2 || self.y < -self.height * 2 || self.y > game.height + self.height * 2) {
self.orbitRadius = Math.max(game.width, game.height) / 3.5;
}
};
self.reset = function () {
self.orbitRadius = Math.max(game.width, game.height) / 4;
self.orbitSpeed = (Math.random() * 0.02 + 0.005) * 0.5;
self.orbitAngle = Math.random() * Math.PI * 2;
};
});
// EllipticalOrbitObject class
var EllipticalOrbitObject = Container.expand(function () {
var self = Container.call(this);
var orbitObjectGraphics = self.attachAsset('ellipticalOrbitObject', {
anchorX: 0.5,
anchorY: 0.5
});
self.orbitRadius = 0;
self.orbitSpeed = 0.01;
self.orbitAngle = Math.random() * Math.PI * 2;
self.update = function (secondPlanet, ball) {
self.orbitAngle += self.orbitSpeed;
var dx = secondPlanet.x - game.width / 2;
var dy = secondPlanet.y - game.height / 2;
var ellipseRatio = 2; // Ratio for the elliptical orbit
self.x = game.width / 2 + self.orbitRadius / ellipseRatio * Math.sin(self.orbitAngle + Math.PI / 2) + dx;
self.y = game.height / 2 + self.orbitRadius * ellipseRatio * Math.cos(self.orbitAngle + Math.PI / 2) + dy - 900;
if (self.x < -self.width * 2 || self.x > game.width + self.width * 2 || self.y < -self.height * 2 || self.y > game.height + self.height * 2) {
self.orbitRadius = Math.max(game.width, game.height) / 4;
}
// Gravity effect on the ball
if (ball) {
if (ball) {
var distanceToBall = Math.sqrt(Math.pow(ball.x - self.x, 2) + Math.pow(ball.y - self.y, 2));
// Rest of the code that uses distanceToBall
}
// Rest of the code that uses distanceToBall
}
var gravityStrength = self.mass / Math.pow(distanceToBall, 1.8); // Decreased the exponent to increase gravity effect
if (distanceToBall < self.orbitRadius) {
var gravityX = (self.x - ball.x) / distanceToBall * gravityStrength;
var gravityY = (self.y - ball.y) / distanceToBall * gravityStrength;
ball.velocity.x += gravityX;
ball.velocity.y += gravityY;
}
};
self.reset = function () {
self.orbitRadius = Math.max(game.width, game.height) / 5;
self.orbitSpeed = (Math.random() * 0.02 + 0.005) * 0.65;
self.orbitAngle = Math.random() * Math.PI * 2;
};
});
// Background class
var Background = Container.expand(function () {
var self = Container.call(this);
var backgroundGraphics = self.attachAsset('background', {});
backgroundGraphics.width = game.width;
backgroundGraphics.height = game.height;
self.addChild(backgroundGraphics);
});
/****
* Initialize Game
****/
// Initialize background
var game = new LK.Game({
backgroundColor: 0x000000 // Init game with black background
});
/****
* Game Code
****/
// Initialize background
var background = game.addChild(new Background());
// Initialize game elements
var ball = game.addChild(new Ball());
var leftPaddle = game.addChild(new Paddle());
var rightPaddle = game.addChild(new Paddle());
// Initialize health objects
var healthObjects = [];
for (var i = 0; i < 5; i++) {
var health = game.addChild(new Health());
health.x = game.width - (i + 1) * (health.width + 10);
health.y = 110;
healthObjects.push(health);
}
// Set initial positions
leftPaddle.x = 100;
leftPaddle.y = game.height / 2;
rightPaddle.x = game.width - 100;
rightPaddle.y = game.height / 2;
var planet = game.addChild(new SecondPlanet());
ball.reset();
// Initialize the elliptical orbit object
var ellipticalOrbitObject = game.addChild(new EllipticalOrbitObject());
ellipticalOrbitObject.reset();
// Initialize satellite
var satellite = game.addChild(new Satellite());
satellite.reset();
// Game logic
LK.on('tick', function () {
ball.update();
leftPaddle.update();
rightPaddle.update();
// Check for collisions with paddles and prevent ball from passing through
if (ball.intersects(leftPaddle)) {
ball.velocity.x = Math.abs(ball.velocity.x) * (leftPaddle.isMoving ? 1.05 : 1);
ball.x = leftPaddle.x + leftPaddle.width / 2 + ball.radius;
leftPaddle.isMoving = false;
} else if (ball.intersects(rightPaddle)) {
ball.velocity.x = -Math.abs(ball.velocity.x) * (rightPaddle.isMoving ? 1.05 : 1);
ball.x = rightPaddle.x - rightPaddle.width / 2 - ball.radius;
rightPaddle.isMoving = false;
}
// Check for collisions with top and bottom boundaries
if (ball.y - ball.radius <= 0 || ball.y + ball.radius >= game.height) {
ball.velocity.y *= -1;
}
// Gravity effect from planets
var planets = [planet];
planets.forEach(function (currentPlanet) {
var dx = currentPlanet.x - ball.x;
var dy = currentPlanet.y - ball.y;
var distance = Math.sqrt(dx * dx + dy * dy);
var safeDistance = (currentPlanet.radius + ball.radius + 50) * 2; // Doubling the safe margin to increase gravity range
if (distance < safeDistance) {
// Adjusted gravity effect to maintain a safe distance
var gravityMultiplier = currentPlanet === planet ? 1.3 : 5 * 1.3;
var gravity = currentPlanet.mass / (distance * distance) * (10 * gravityMultiplier); // Adjust gravity based on planet
var gravityX = dx / distance * gravity;
var gravityY = dy / distance * gravity;
ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance);
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
}
});
// Update satellite orbit and check for collision with the ball
satellite.update();
if (satellite.intersects(ball)) {
// Reflect ball velocity
var normalX = ball.x - satellite.x;
var normalY = ball.y - satellite.y;
var normalLength = Math.sqrt(normalX * normalX + normalY * normalY);
normalX /= normalLength;
normalY /= normalLength;
var dotProduct = ball.velocity.x * normalX + ball.velocity.y * normalY;
ball.velocity.x -= 2 * dotProduct * normalX;
ball.velocity.y -= 2 * dotProduct * normalY;
}
// Reset ball if it goes off screen and remove one health object
if (ball.x < -ball.radius || ball.x > game.width + ball.radius) {
if (healthObjects.length > 0) {
var lastHealthIndex = healthObjects.length - 1;
healthObjects[lastHealthIndex].destroy();
healthObjects.splice(lastHealthIndex, 1);
}
ball.reset();
if (healthObjects.length === 0) {
LK.showGameOver();
}
}
// Update the elliptical orbit object and check for collision with the ball
ellipticalOrbitObject.update(planet);
if (ellipticalOrbitObject.intersects(ball)) {
// Reflect ball velocity
var normalX = ball.x - ellipticalOrbitObject.x;
var normalY = ball.y - ellipticalOrbitObject.y;
var normalLength = Math.sqrt(normalX * normalX + normalY * normalY);
normalX /= normalLength;
normalY /= normalLength;
var dotProduct = ball.velocity.x * normalX + ball.velocity.y * normalY;
ball.velocity.x -= 2 * dotProduct * normalX;
ball.velocity.y -= 2 * dotProduct * normalY;
}
});
// Touch controls for paddles
function handleTouch(obj) {
var touchPos = obj.event.getLocalPosition(game);
if (touchPos.x < game.width / 2) {
leftPaddle.isMoving = leftPaddle.y !== touchPos.y;
leftPaddle.y = touchPos.y;
} else {
rightPaddle.isMoving = rightPaddle.y !== touchPos.y;
rightPaddle.y = touchPos.y;
}
}
game.on('down', handleTouch);
game.on('move', handleTouch); ===================================================================
--- original.js
+++ change.js
@@ -226,10 +226,10 @@
var distance = Math.sqrt(dx * dx + dy * dy);
var safeDistance = (currentPlanet.radius + ball.radius + 50) * 2; // Doubling the safe margin to increase gravity range
if (distance < safeDistance) {
// Adjusted gravity effect to maintain a safe distance
- var gravityMultiplier = currentPlanet === planet ? 1.3 : 2.5 * 1.3;
- var gravity = currentPlanet.mass / (distance * distance) * (7 * gravityMultiplier); // Adjust gravity based on planet
+ var gravityMultiplier = currentPlanet === planet ? 1.3 : 5 * 1.3;
+ var gravity = currentPlanet.mass / (distance * distance) * (10 * gravityMultiplier); // Adjust gravity based on planet
var gravityX = dx / distance * gravity;
var gravityY = dy / distance * gravity;
ball.velocity.x += gravityX * (1 - (safeDistance - distance) / safeDistance);
ball.velocity.y += gravityY * (1 - (safeDistance - distance) / safeDistance);
plasma barrier. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neutron star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
neutron star, pulsar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cat eye nebula, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
flying saucer, cartoon style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase